Removed lots of slack, edited map functions into dispatcher, puzzleMat missing
Removed overconstructed logic, changed vector to map. PuzzleMat object not defined yet, for implementation, make the functions that have already been called through it.
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@ -40,6 +40,7 @@ bool AbstractionLayer_1::CreateRandomPuzzle()
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for(int col=1;col<m_constraintMatrix.size()-1;col++){
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for(int row=1;row<m_constraintMatrix[col].size()-1;)
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{
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//create random piece
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uint8_t tempPiece = 0b00000000;
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if(simple_rand()%2)
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tempPiece|=0b01000000;
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@ -61,6 +62,17 @@ bool AbstractionLayer_1::CreateRandomPuzzle()
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else
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tempPiece|=0b00000010;
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//set edges and corners to 00
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if(row==1)
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tempPiece and_eq (uint8_t)0b00111111;
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if(row==m_constraintMatrix[col].size())
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tempPiece and_eq (uint8_t)0b11110011;
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if(col==1)
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tempPiece and_eq (uint8_t)0b11111100;
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if(col==m_constraintMatrix.size()-1)
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tempPiece and_eq (uint8_t)0b11001111;
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//set piece if piece good
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if(PlaceOfPartGood(coor(col,row),tempPiece))
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row++;
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}
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@ -1,175 +1,9 @@
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#include "../../header.h"
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//shifts puzzle piece one to the right
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void PuzzlePiece::shift(unsigned int moves)
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{
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shifts = (shifts+moves)%4;
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setConnections(((getConnections() >> (moves*2)) | (getConnections() << sizeof(unsigned char)*8 - (moves*2))));
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}
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//creates random centerpiece
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void PuzzlePiece::randomCenterPiece()
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{
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setConnections(0b00000000);
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if(rand()%2)
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setConnections(getConnections() | (uint8_t)0b01000000);
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else
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setConnections(getConnections() | (uint8_t)0b10000000);
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if(rand()%2)
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setConnections(getConnections() | (uint8_t)0b00010000);
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else
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setConnections(getConnections() | (uint8_t)0b00100000);
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if(rand()%2)
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setConnections(getConnections() | (uint8_t)0b00000100);
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else
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setConnections(getConnections() | (uint8_t)0b00001000);
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if(rand()%2)
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setConnections(getConnections() | (uint8_t)0b00000001);
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else
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setConnections(getConnections() | (uint8_t)0b00000010);
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}
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//tests the myPart in all 4 rotations at position m, n
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bool Puzzle::testRotationPiece(coor myCoor, PuzzlePiece& myPart, int nrOfRotations)
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{
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for(int rotation=0; rotation < nrOfRotations; rotation++)
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{
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//coor myCoor(m,n);
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if(PlaceOfPartGood(myCoor,myPart))
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return true;
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//cout << "was rotated in testRotationPiece" << endl;
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myPart.shift(1);
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}
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//cout << "Was a bad part" << endl;
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return false;
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}
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//insterts piece at position in box according to boxidentifier and removes piece from puzzle
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//this returns the position after!! the puzzle piece was put back in! not the boxidentifier of the piece. look that up in other function.
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unsigned int Puzzle::putBackIntoBox(coor myCoor, vector<PuzzlePiece>& myBox)
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{
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#ifdef debug
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cout << "putting back" << endl;
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cout << "Old Box: ";
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printBox(myBox);
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cout << endl;
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#endif
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for(unsigned int i = 0; i < myBox.size();i++)
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{
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if(myBox[i].getBoxIdentifier()>getPiece(myCoor.col,myCoor.row).getBoxIdentifier())
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{
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myBox.insert(myBox.begin()+i,getPiece(myCoor.col,myCoor.row));
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removePiece(myCoor);
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return i+1;
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}
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}
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//using push back, if the element was the last element in the vector chain
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myBox.push_back(getPiece(myCoor.col,myCoor.row));
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removePiece(myCoor);
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return myBox.size();
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}
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//checks if the myPart in its current orientation is legal in position m, n
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bool Puzzle::PlaceOfPartGood(coor myCoor, PuzzlePiece& myPart)
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{
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PuzzlePiece negativePart(0);
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negativePart.setConnections(negativePart.getConnections() | (getPiece(myCoor.col,myCoor.row+1).getConnections() & (uint8_t)0b11000000));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(myCoor.col-1,myCoor.row).getConnections() & (uint8_t)0b00110000));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(myCoor.col,myCoor.row-1).getConnections() & (uint8_t)0b00001100));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(myCoor.col+1,myCoor.row).getConnections() & (uint8_t)0b00000011));
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negativePart.shift(2);
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if (
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( ((((negativePart.getConnections() & 0b11000000) ^ (myPart.getConnections() & 0b11000000)) != 0b00000000) && (((myPart.getConnections() & 0b11000000) != 0b00000000) && (negativePart.getConnections() & 0b11000000) != 0b00000000))
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|| ((((negativePart.getConnections() & 0b11000000) == 0b11000000) || ((myPart.getConnections() & 0b11000000) == 0b11000000)) && (((myPart.getConnections() & 0b11000000) != 0b00000000) && (negativePart.getConnections() & 0b11000000) != 0b00000000))
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|| (((negativePart.getConnections() & 0b11000000) == 0b00000000) && ((myPart.getConnections() & 0b11000000) == 0b00000000)) )
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&&
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( ((((negativePart.getConnections() & 0b00110000) ^ (myPart.getConnections() & 0b00110000)) != 0b00000000) && (((myPart.getConnections() & 0b00110000) != 0b00000000) && (negativePart.getConnections() & 0b00110000) != 0b00000000))
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|| ((((negativePart.getConnections() & 0b00110000) == 0b00110000) || ((myPart.getConnections() & 0b00110000) == 0b00110000)) && (((myPart.getConnections() & 0b00110000) != 0b00000000) && (negativePart.getConnections() & 0b00110000) != 0b00000000))
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|| (((negativePart.getConnections() & 0b00110000) == 0b00000000) && ((myPart.getConnections() & 0b00110000) == 0b00000000)) )
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&&
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( ((((negativePart.getConnections() & 0b00001100) ^ (myPart.getConnections() & 0b00001100)) != 0b00000000) && (((myPart.getConnections() & 0b00001100) != 0b00000000) && (negativePart.getConnections() & 0b00001100) != 0b00000000))
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|| ((((negativePart.getConnections() & 0b00001100) == 0b00001100) || ((myPart.getConnections() & 0b00001100) == 0b00001100)) && (((myPart.getConnections() & 0b00001100) != 0b00000000) && (negativePart.getConnections() & 0b00001100) != 0b00000000))
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|| (((negativePart.getConnections() & 0b00001100) == 0b00000000) && ((myPart.getConnections() & 0b00001100) == 0b00000000)) )
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&&
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( ((((negativePart.getConnections() & 0b00000011) ^ (myPart.getConnections() & 0b00000011)) != 0b00000000) && (((myPart.getConnections() & 0b00000011) != 0b00000000) && (negativePart.getConnections() & 0b00000011) != 0b00000000))
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|| ((((negativePart.getConnections() & 0b00000011) == 0b00000011) || ((myPart.getConnections() & 0b00000011) == 0b00000011)) && (((myPart.getConnections() & 0b00000011) != 0b00000000) && (negativePart.getConnections() & 0b00000011) != 0b00000000))
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|| (((negativePart.getConnections() & 0b00000011) == 0b00000000) && ((myPart.getConnections() & 0b00000011) == 0b00000000)) )
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)
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{
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//cout << "good Part: ";
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//myPart.printPiece();
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//cout << endl;
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return true;
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}
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//cout << "bad Part: ";
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//myPart.printPiece();
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//cout << endl;
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return false;
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}
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//prints the true puzzle (without 0 edges)
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void Puzzle::printPuzzle()
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{
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cout << "current Puzzle: " << endl;
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for(int i=1;i<row+1;i++)
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{
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for(int j=1;j<col+1;j++)
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{
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Matrix[i][j].printPiece();
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cout << " ";
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}
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cout << endl;
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}
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cout << endl;
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}
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//creates a legal puzzle out of random pieces
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void randomBox::createRandomAbstraction1()
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{
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coor myCoor;
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PuzzlePiece temporaryRandomPiece(0);
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for(unsigned int i=0;i<getRows();i++)
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{
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for(unsigned int j = 0; j < getCols();)
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{
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//create random piece, set edges according to position and check if piece is good
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temporaryRandomPiece.randomCenterPiece();
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if(i==0)
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temporaryRandomPiece.setConnections((uint8_t)0b00111111 & temporaryRandomPiece.getConnections());
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if(i==getRows()-1)
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temporaryRandomPiece.setConnections((uint8_t)0b11110011 & temporaryRandomPiece.getConnections());
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if(j==0)
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temporaryRandomPiece.setConnections((uint8_t)0b11111100 & temporaryRandomPiece.getConnections());
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if(j==getCols()-1)
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temporaryRandomPiece.setConnections((uint8_t)0b11001111 & temporaryRandomPiece.getConnections());
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myCoor.col = j;
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myCoor.row = i;
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if(PlaceOfPartGood(myCoor,temporaryRandomPiece))
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{
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temporaryRandomPiece.assignIdentifier();
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setPiece(myCoor,temporaryRandomPiece);
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j++;
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}
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}
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}
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}
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void randomBox::createRandomAbstraction2()
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//use this in second abstraction layer maybe ey?
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void createRandomAbstraction2()
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{
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//get a picture
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cv::Mat PuzzlePicture = cv::imread("../../Codicil/Images/Balloons.jpg");
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@ -207,30 +41,8 @@ void randomBox::createRandomAbstraction2()
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}
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}
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void randomBox::putAllIntoBox() {
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for (unsigned int i = 0; i < getRows(); i++)
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{
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for (unsigned int j = 0; j < getCols(); j++)
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{
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Box.push_back(getPiece(j,i));
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}
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}
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}
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//prints a box contents on console
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void randomBox::printBox()
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{
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shuffle();
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for (auto i:Box)
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{
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i.printPiece();
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cout << ' ';
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}
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cout << endl;
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}
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//shuffles around a box, randomizing pieces and orientation
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vector<PuzzlePiece> randomBox::shuffle()
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vector<Part> randomBox::shuffle()
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{
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random_shuffle(Box.begin(),Box.end());
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for (auto &i:Box)
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@ -242,47 +54,3 @@ vector<PuzzlePiece> randomBox::shuffle()
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numerateBox(Box);
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return Box;
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}
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//creates a random box size m, n, shuffles it, and then retuns it
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vector<PuzzlePiece> createBox(coor myCoor)
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{
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randomBox myFirstPuzzleBox(myCoor.col,myCoor.row);
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myFirstPuzzleBox.createRandomAbstraction1();
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myFirstPuzzleBox.createRandomAbstraction2();
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myFirstPuzzleBox.putAllIntoBox();
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myFirstPuzzleBox.printPuzzle();
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return myFirstPuzzleBox.shuffle();
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}
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//prints contents of box
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void printBox(vector<PuzzlePiece> myBox)
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{
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cout << "current Box: " << endl;
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for (auto &i:myBox)
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{
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i.printPiece();
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cout << ' ';
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}
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cout << endl;
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}
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//gives every element in box a box identifier.
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void numerateBox(vector<PuzzlePiece>& myBox)
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{
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for(int i = 0; i< myBox.size();i++)
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myBox[i].setBoxIdentifier(i);
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}
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std::vector<PuzzlePiece> convertPart2PuzzlePiece(std::vector<Part> simplePartBox)
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{
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std::vector<PuzzlePiece> advancedPartBox;
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for(auto const &i:simplePartBox)
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{
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PuzzlePiece tmpNewPiece(0);
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tmpNewPiece.setConnections(i.getConnections());
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advancedPartBox.push_back(tmpNewPiece);
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}
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return advancedPartBox;
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}
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@ -1,15 +1,15 @@
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#include "../../header.h"
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void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void status(vector<LogEntry>& log, vector<Part*>& p_Box);
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bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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bool next(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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//last log element is set, create new log element or log not yet started
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if(!(log.size()) || log.back().isSet())
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{
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if(!(p_Box.size())) return false; //puzzle solved
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else createNextLogElement(log,p_Box,puzzleMat);
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else createNextLogElement(log,p_Box);
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}
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//last log element is empty, backtrack
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else if(!(log.back().PieceCollector.size())) backtrack(log,p_Box,puzzleMat);
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@ -28,27 +28,27 @@ bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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if(log.back().abstractionLevel < MAX_ABSTRAX)
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{
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log.back().advance();
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solve(log,p_Box,puzzleMat);
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solve(log,p_Box);
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}
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else
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setsolution(log,p_Box,puzzleMat);
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setsolution(log,p_Box);
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}
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else
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setsolution(log,p_Box,puzzleMat);
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setsolution(log,p_Box);
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}
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return true;
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}
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void createNextLogElement(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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log.emplace_back(LogEntry());
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log.back().myCoor = calculateNextCoor(log, p_Box, puzzleMat);
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log.back().myCoor = calculateNextCoor(log, p_Box);
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//getLayerDestructionPowerfromSurrounding();
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solve(log, p_Box,puzzleMat);
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solve(log, p_Box);
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}
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coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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//level 1:
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//go left to right, then increase current row
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@ -68,15 +68,14 @@ coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzl
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//return nextCoor;
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}
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void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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void solve(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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//getNextHighestLayerworth(puzzleMat); //sets in abstractionLevel
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//status(log,p_Box,puzzleMat);
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switch(log.back().abstractionLevel)
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{
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case 0: abstractionlayer0solver(log,p_Box,puzzleMat);
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break;
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case 1: abstractionlayer1solver(log,p_Box,puzzleMat);
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case 1:
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puzzleMat.AbstractionLayer_1solver.EvalueteQuality(log.back().PieceCollector);
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break;
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default:
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@ -90,141 +89,50 @@ void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat
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}
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void abstractionlayer0solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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//throw all remaining puzzle pieces into newest log
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for(auto i:p_Box)
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log.back().PieceCollector.push_back(i);
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}
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void abstractionlayer1solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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//remove all that do not fit according to abstraction layer 0
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for(int i=0;i<(log.back().PieceCollector.size());)
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{
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(*(log.back().PieceCollector[i])).resetShift();
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//TODO: change checker from checking every box piece to only checking the simplifyed version ob the box with abstraction layer one
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if(!(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[i]))))
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log.back().PieceCollector.erase(log.back().PieceCollector.begin()+i);
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else
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{
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//set shift to 0 so that we have a defined starting position for all pieces
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while(log.back().PieceCollector[i]->getShift())
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log.back().PieceCollector[i]->shift(1);
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i++; //otherwise loop stops before end!
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}
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}
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}
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void setsolution(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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//removes from box and makes log "set"
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void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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//advance number of randomed part count
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if(log.back().PieceCollector.size()>1) log.back().advanceRandomed();
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//remove first element in last logelement from box
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for(int i=0;i<p_Box.size();)
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if(p_Box[i]==log.back().PieceCollector[0])
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if(p_Box[i]==log.back().PieceCollector.begin()->first)//mach ich das richtig so?!
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p_Box.erase(p_Box.begin()+i);
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else
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i++;
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//turn piece until it fits and then set element into matrix
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if(puzzleMat.testRotationPiece(log.back().myCoor,*(log.back().PieceCollector[0])))
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//error if it turned
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//puzzleMat.setPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]));
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puzzleMat.setPiece(log.back().myCoor, *(log.back().PieceCollector[0]));
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else
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{
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cout << "fatal error, wrong piece saved" << endl;
|
||||
exit;
|
||||
}
|
||||
//tell log entry that it is set
|
||||
log.back().Set();
|
||||
|
||||
}
|
||||
|
||||
bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
|
||||
bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
|
||||
{
|
||||
//following possibilities:
|
||||
//last log entry empty - delete last log + backtrack
|
||||
if(!(log.back().PieceCollector.size()))
|
||||
{
|
||||
puzzleMat.removePiece(log.back().myCoor);
|
||||
log.pop_back();
|
||||
backtrack(log,p_Box,puzzleMat);
|
||||
return true;
|
||||
}
|
||||
|
||||
//last log entry only one solution - delete last logd put back into box + backtrack
|
||||
else if((log.back().PieceCollector.size())==1)
|
||||
{
|
||||
(log.back().PieceCollector[0])->shift(1);
|
||||
|
||||
//check rotion
|
||||
while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3)
|
||||
{
|
||||
log.back().PieceCollector[0]->shift(1);
|
||||
if(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[0]), 1))
|
||||
{
|
||||
setsolution(log,p_Box,puzzleMat);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
p_Box.push_back(log.back().PieceCollector[0]);
|
||||
//shuffleup
|
||||
std::random_device rd;
|
||||
std::mt19937 g(rd());
|
||||
std::shuffle(p_Box.begin(),p_Box.end(),g);
|
||||
puzzleMat.removePiece(log.back().myCoor);
|
||||
log.pop_back();
|
||||
//cout << "removed" << endl;
|
||||
//status(log,p_Box,puzzleMat);
|
||||
backtrack(log,p_Box,puzzleMat);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//last log entry multiple solutions (and current one was randomed) - delete randomed piece and go to next
|
||||
else if((log.back().PieceCollector.size())>1)
|
||||
{
|
||||
|
||||
//check if piece has second rotation solution
|
||||
(*(log.back().PieceCollector[0])).shift(1);
|
||||
|
||||
while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3)
|
||||
{
|
||||
log.back().PieceCollector[0]->shift(1);
|
||||
if(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[0]), 1))
|
||||
{
|
||||
setsolution(log,p_Box,puzzleMat);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
p_Box.push_back(log.back().PieceCollector[0]);
|
||||
//shuffleup
|
||||
std::random_device rd;
|
||||
std::mt19937 g(rd());
|
||||
std::shuffle(p_Box.begin(),p_Box.end(),g);
|
||||
//if more pieces possible, take next piece
|
||||
if((log.back().PieceCollector.size())>1)
|
||||
{
|
||||
p_Box.push_back(log.back().PieceCollector.begin()->first);
|
||||
log.back().PieceCollector.erase(log.back().PieceCollector.begin());
|
||||
|
||||
if(log.back().PieceCollector.size()==1)
|
||||
log.back().decreaseRandomed();
|
||||
|
||||
//for abstraction layer 1 so that first rotation solution is set.
|
||||
(*(log.back().PieceCollector[0])).resetShift();
|
||||
setsolution(log,p_Box,puzzleMat);
|
||||
|
||||
return true;
|
||||
//no need to remove from puzzle mat, as setsolution overwrites it anyway
|
||||
}
|
||||
else
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
//else remove log element and backtrack once more
|
||||
else
|
||||
{
|
||||
puzzleMat.removePiece(log.back().myCoor); //this should remove constraints from all layers
|
||||
if(!(log.back().PieceCollector.size()))
|
||||
p_Box.emplace_back(log.back().PieceCollector[0]);
|
||||
log.pop_back();
|
||||
backtrack(log,p_Box,puzzleMat);
|
||||
}
|
||||
}
|
||||
|
||||
void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
|
||||
void status(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
|
||||
{
|
||||
cout << "----------------------------" << endl;
|
||||
cout << "status:" << endl;
|
||||
@ -254,7 +162,7 @@ void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMa
|
||||
cout << "----------------------------" << endl;
|
||||
}
|
||||
|
||||
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth)
|
||||
void calculateTrueDestructionPower(vector<LogEntry>& log, puzzleMat, float Layerworth)
|
||||
{
|
||||
//hier muss noch rein, wo die zeit der Abstractionlevels gespeichter wird
|
||||
float destructionPower=sqrt(Layerworth * log.back().abstractionLevel);
|
||||
|
@ -14,136 +14,10 @@ public:
|
||||
{}
|
||||
};
|
||||
|
||||
class PuzzlePiece: public Part
|
||||
{
|
||||
public:
|
||||
|
||||
PuzzlePiece(unsigned int flag = 0)
|
||||
{
|
||||
shifts=0;
|
||||
boxidentifier=-1;
|
||||
switch(flag)
|
||||
{
|
||||
case 0:
|
||||
setConnections(0b00000000);
|
||||
break;
|
||||
case 1:
|
||||
setConnections(0b11111111);
|
||||
break;
|
||||
case 3:
|
||||
randomCenterPiece();
|
||||
break;
|
||||
}
|
||||
}
|
||||
unsigned int getShift(){return shifts;}
|
||||
void resetShift(){shifts=0;}
|
||||
void shift(unsigned int moves);
|
||||
void randomCenterPiece();
|
||||
void printPiece() { cout << bitset<sizeof(unsigned char)*8> (getConnections()); }
|
||||
|
||||
void setBoxIdentifier(int new_boxid) { boxidentifier = new_boxid; }
|
||||
int getBoxIdentifier() { return boxidentifier; }
|
||||
void assignIdentifier() { identifier = idcount;idcount++; }
|
||||
unsigned int getIdentifier() { return identifier;}
|
||||
|
||||
private:
|
||||
unsigned int shifts;
|
||||
unsigned int boxidentifier;
|
||||
unsigned int identifier;
|
||||
|
||||
static unsigned int idcount;
|
||||
};
|
||||
|
||||
|
||||
|
||||
class Puzzle
|
||||
{
|
||||
friend class randomBox;
|
||||
public:
|
||||
//constructor creates matrix with 00 outside and 11 inside
|
||||
Puzzle(unsigned int m = 7, unsigned int n = 4): col(m), row(n)
|
||||
{
|
||||
Matrix = new PuzzlePiece* [n+2];
|
||||
for(int i = 0;i<n+2;i++)
|
||||
{
|
||||
Matrix[i] = new PuzzlePiece[m+2];
|
||||
for(int j = 0;j<m+2;j++)
|
||||
{
|
||||
if(i==0 || j==0 || i==n+1 || j==m+1)
|
||||
{
|
||||
Matrix[i][j] = PuzzlePiece(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Matrix[i][j] = PuzzlePiece(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool setPiece(coor myCoor,PuzzlePiece newPiece) // 5th change: works
|
||||
{
|
||||
if(PlaceOfPartGood(myCoor,newPiece))
|
||||
{
|
||||
Matrix[myCoor.row+1][myCoor.col+1] = newPiece;
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//removes piece and instead puts undefined piece
|
||||
bool removePiece(coor myCoor) // 6th change: works
|
||||
{
|
||||
Matrix[myCoor.row+1][myCoor.col+1].setConnections(0b11111111);
|
||||
return 1;
|
||||
}
|
||||
|
||||
//getter
|
||||
PuzzlePiece getPiece(unsigned int m, unsigned int n) { return Matrix[n+1][m+1]; } // 7th change: error m+1, n+1
|
||||
unsigned int getCols(){ return col; }
|
||||
unsigned int getRows(){ return row; }
|
||||
|
||||
//functtion definitions
|
||||
void printPuzzle();
|
||||
bool PlaceOfPartGood(coor myCoor, PuzzlePiece& myPart); // 8th change: works
|
||||
bool PlaceOfPart2Good(coor myCoor, PuzzlePiece& myPart); // 2nd change: works
|
||||
|
||||
bool testRotationPiece(coor myCoor, PuzzlePiece& myPart, int nrOfRotations=4); // 9th change: works
|
||||
unsigned int tryAllPieces(coor myCoor, vector<PuzzlePiece>& myBox, unsigned int separator); // 3rd change: works
|
||||
unsigned int putBackIntoBox(coor myCoor, vector<PuzzlePiece>& myBox); // 4th change: works
|
||||
|
||||
|
||||
private:
|
||||
unsigned int row;
|
||||
unsigned int col;
|
||||
|
||||
PuzzlePiece** Matrix;
|
||||
|
||||
};
|
||||
|
||||
//use this for random puzzle creation
|
||||
class randomBox: public Puzzle
|
||||
{
|
||||
public:
|
||||
|
||||
randomBox(unsigned int m, unsigned int n) : Puzzle(m,n) {srand(time(0));} //passed m n to puzzle constructor
|
||||
|
||||
void createRandomAbstraction1();
|
||||
void createRandomAbstraction2();
|
||||
void putAllIntoBox();
|
||||
vector<PuzzlePiece> shuffle();
|
||||
void printBox();
|
||||
|
||||
private:
|
||||
vector<PuzzlePiece> Box;
|
||||
|
||||
};
|
||||
|
||||
|
||||
class LogEntry
|
||||
{
|
||||
public:
|
||||
vector<PuzzlePiece*> PieceCollector;
|
||||
map<Part*, float> PieceCollector;
|
||||
int abstractionLevel;
|
||||
coor myCoor;
|
||||
|
||||
@ -165,16 +39,10 @@ private:
|
||||
static int randomed;
|
||||
};
|
||||
|
||||
void printBox(vector<PuzzlePiece> myBox);
|
||||
vector<PuzzlePiece> createBox(coor myCoor);
|
||||
void numerateBox(vector<PuzzlePiece>& myBox);
|
||||
|
||||
bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
|
||||
coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
|
||||
void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
|
||||
void abstractionlayer0solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
|
||||
void abstractionlayer1solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
|
||||
void setsolution(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
|
||||
bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
|
||||
bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, puzzleMat);
|
||||
|
||||
void createNextLogElement(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
|
@ -10,11 +10,11 @@ int main()
|
||||
unsigned int cols=5, rows=6;
|
||||
|
||||
//some basic random puzzle stuff
|
||||
vector<PuzzlePiece> myFirstBox = createBox(coor(cols,rows));
|
||||
vector<Part> myFirstBox = createBox(coor(cols,rows));
|
||||
|
||||
//some advanced solver stuff
|
||||
vector<LogEntry> log;
|
||||
vector<PuzzlePiece*> p_myFirstBox;
|
||||
vector<Part*> p_myFirstBox;
|
||||
|
||||
//BoxClassify myFirstBox();
|
||||
cout << endl;
|
||||
|
Loading…
Reference in New Issue
Block a user